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  1. Past hour
  2. Hi Guys, I am trying to solve a small problem but I can't figure it out precisely. I want to use a Solver SOP in order to have a color decay effect. Let's say I decide that the color decays 15% each frame, so I put @Cd.x *= 0.85: in my wrangle The problem happens if I increase the number of substeps to 2 or 4, in that case, obviously, the decay rate of 15% will be each interaction and not each frame. Could you please help me with this? In the attached image, I use a random to decide how much to decrease the color of the point, based on @dist attribute... Cheers! Andrea
  3. It depends on what the software you're reading it back in with wants. I was writing it out for a custom renderer so the developer gave me a template to use as a guide and I matched that, filling in the data from geometry attributes and transforms etc. I guess if you just want translation, rotation etc you can use worldTransformAtTime() to get the transformation matrix at a given frame, then use extractTranslates(), extractRotates() to get the values for each frame [or time step] that you want to sample. Check how the reader expects your JSON to be formatted and match that - eg [if my memory serves] I had to write the point positions as one long array of comma separated values that the reader parses in groups of 3 [x, y, and z], so that meant looping through the points, getting the positions, stripping off the brackets, appending to the array then putting square brackets around the array. The site I posted last time was very useful for checking I hadn't missed a comma or bracket somewhere. If you have experience with python I think it should be fairly straightforward, if not [like me] use the docs...
  4. Thanks everyone. I'm pretty new to the whole thing. Basically what I want to be able to do is animate a 3D object in Houdini (basic things like rotations and translation) export those values to JSON. Then the JSON file is read in to an external program that will move the physical robot in the same way I've animated it in Houdini. What should I read to be able to understand what f1480187 or even j00ey mentions?
  5. Today
  6. Hi, I made a deformed wave and I turned a patch of it into flip object. I wanted the patch of flip to move with the deformed wave mesh, so I bypassed the gravity node. I then have a geometry colliding the patch of flip particles but the problem I have now is that, because I already made it zero gravity on the patch, the sprays formed from the collision is now floating in air. I wanted the spray and foam to be influenced by gravity so they fall back to the ground but at the same time I want my patch of flip to move along the deformed wave mesh. Does anyone have any suggestions on how to achieve this? Thanks
  7. Have you tried the vdb to spheres node/shelf tool? I'm on the fence in terms of performance, but to me seems the collision is straight up better. It largely avoids interpenetrating pieces from the get go, for example
  8. thanks guys! those tutorials look very promising!
  9. Take a look at these: http://www.sidefx.com/docs/houdini/fluid/directingparticlefluid
  10. You should post what you have so far so people can see where you're at. Are you having trouble doing something you listed in particular, or all of it?
  11. Hi there, I am currently following the quite amazing tutorial by Jonah Hall called Creating Procedural Rigs and Controlling Motion in Houdini on Pluralsight. It has been released a few years back (2011 i think) so he is using an older version of houdini. Most of it can easily be recreated in H16 but 2/3 into the tutorial he groups points using the group node and the "point" expression and i am having troubles recreating the same effect in H16, the way grouping works has changed quite a bit from what i can tell with my limited experience and I'm a bit stuck. The expression he uses goes something like: point("../in,$PT,"step",0) < point("../in,$PT-1,"step",0) from what I understand he is comparing each point with its neighbor on the connected line ($PT-1) and groups based on the step attribute (step is created in chops based on earlier generated motion data) Could any of you point me in the right direction of how to approach this? Thank you! Frederik
  12. Reading around and wondering what the latest and greatest technique is for creating a bullet collision mesh for a deforming hero character? Everything so far is saying avoid the junk show of concave hulls.
  13. @petz @f1480187 Thanks again guys. Much appreciated.
  14. Hi, I have a question. When particle spin is given to a particle spin, there is a problem that the instantiated particles in the frame that stops moving finally end up abnormally stuck or stand on the y axis. I like the rotation value when the particles are ejected, but what if I want to naturally collide with the ground and spread it in the direction of each flyer? giffo.mov
  15. Ahaha, that did not happen! I have not tried that because I have totally overlooked that feature. I guess sometimes you cannot see the forest because of all the trees Thanks Brickouz EDIT: I guess I spoke to fast.. I do not have that option called "extract image planes"
  16. I believe Core Performance Boost can dynamically apply a minor overclock across all cores and boost four cores up to 4.2GHz (In AMD lingo: "Precision Boost" and "XFR" respectively). Somebody more knowledgeable please correct me if I'm wrong. Couple of Cinebench numbers: CPB on: 2961 CPB off: 2938 Pretty minor dip but that's probably not representative of more single-threaded applications, where that 4.2GHz boost would be more helpful. If you overclock the processor it looks like CPB is disabled regardless. At the moment I have it overclocked to 3.75GHz across all cores (3199 in Cinebench).
  17. So what's the implication of disabling Core Performance Boost in Houdini? Is it still using the full power of ThreadRipper?
  18. I see. Thank you again, I haven't experienced any more crashes.
  19. Hello, I was having trouble generating my autorig, getting the message “autorig failed to generate”. But what was worse was that if I opened my previous file and attempted to either; load autorig from current session, create new autorig from current session, or create new autorig from hda file on disk, the autorig was not aligned or labelled correctly.I'm attaching my file, any advice would be greatly appreciated, thank you. ToastGuy_b_rig_asset ToastGuy_b.json ToastRig8.hip
  20. that is freakin' weird. I've download your file and, yeah, it's working perfectly My file, on the other hand, stills the same
  21. I'm trying to access the hou module for command line (windows) Regular Python Shell (python 2.7) The sideFX doc [www.sidefx.com] But when I append my env variable ('C:\Program Files\Side Effects Software\Houdini 16.0.671\houdini\python2.7libs') and append it also to my sys path in the python shell I get a: File "C:\Program Files\Side Effects Software\Houdini 16.0.671\houdini\python2.7libs\hou.py", line 19, in <module> import _hou ImportError: DLL load failed: The specified module could not be found. In my libs folder I don't have a ‘_hou.py’ I only have ‘_hou.pyd’After trying to figure it out myself I am unable to get this working, anyone have a suggestion for me?
  22. I can create custom self collision using gas particle to sdf and gas calculate to collision field, but this setup stops the collision from static object to behave properly. Has anyone build a custom collision in dop before?
  23. Yesterday
  24. I didn't change anything in your file, just imported just the density field, but even with all the fields it doesn't really seem different. Isn't a viewport issue? https://i.imgur.com/ftgGKT7.gifv Here's the file I used to make the gif, in case I changed something without noticing Pyro.Detail.v2a.hiplc
  25. Another Houdini user submitted a bug to SideFX and managed to resolve it himself, and the bug happened to catch my eye. Similar setup to yours.
  26. Here, just not that often
  27. Here is a link to the paper: http://www.andylomas.com/extra/andylomas_paper_cellular_forms_aisb50.pdf Enjoy.
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